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Philosophy Studio · plan v2.0 · 18 principlesediting as Head coach
−T1GAME IDEAalways· What do we want to play?i
HOW DO YOU WANT TO ENTER YOUR PHILOSOPHY?
Autopilot
Pick the archetype closest to your football — a complete, measurable plan in one click. Nothing to configure; adjust later by switching mode.
Guided interview
Answer six football questions in plain language — the studio translates them into a plan. For coaches who think in football, not in menus.
Custom
Full control: start from an archetype OR a blank slate, then combine the principles yourself. What you change vs. your starting point stays visible.
StratFit Adaptive
Your philosophy follows the FOOTBALL EVIDENCE automatically: the principles proven to win games set the plan, and one click refreshes it whenever new StratFit insights go live.
STARTING POINT · four archetypes — a complete, measurable plan in one click
Balanced
Short build-up, centre closed, 6-second counterpress, vertical after regain, PLUS-1, designed set pieces.
High-press transition
Win it high, strike inside the window: triggers ×3, wing trap, 6-second hunt, earliest finish.
Possession dominance
Territory and control: half-space build-up, third man, switches, keeper as extra man, secure regains.
Deep block & counter
No counterpress: drop & recover, compact block, direct to the target player, runners in behind.
STYLE MAP · where your football sits · risk on the ball × ball-winning height
WIN IT HIGHDEFEND DEEPSAFE BALLBRAVE BALLBalancedHigh-press transitionPossession dominanceDeep block & counterYOU
Two uncontroversial dimensions structure the space — risk in possession and ball-winning height. Switch to the Custom way to drag the dot and reshape from here.
MORE DIMENSIONS · switches add or remove the matching principles
Directness / depthon
Set-piece emphasison
Game-management strictnesson
SYSTEMS · every formation your team masters — as many as you need
★ 4-3-2-14-4-2make primary
★ = primary system (stints, lineup board, position map) — click any other chip to make IT primary. The match plan lets you pick ANY of these per opponent — and still define a completely different one there (e.g. 4-4-1 after a red card). Type a formation and press Enter to add it.
YOUR UNITS · beyond GK / defence / midfield / attack — e.g. “Central midfield” from your 6s and 8s
Own units appear on the Units page next to the standard lines — same score formula, same drilldown.
WHAT WINS IN THIS LEAGUE · principles ranked by the proven contribution of their behaviours to the goal differencei
norm loading …
PRINCIPLES · combine freely — WHAT we want to play · how much each behaviour counts is set in T2 (Standard until you change it)— switch to the Custom way to edit
IN POSSESSIONHow do we use the ball — and where do we break through?
TIP · EVIDENCEZone 14 is the assist engineZ14 through-passes = top open-play value class · Z14 occupancy correlates with created chancesFI 2.0all insights →
TIP · EVIDENCEPLUS-1 rest defence buys your attack its freedomcounters conceded fall with PLUS-1 discipline · attacking numbers ahead of the ball can RISE at the same timeFI 2.0all insights →
TIP · EVIDENCEThe keeper is the free man — use himGK-involved build-up → higher clean-progression share vs going long under pressFI 2.0all insights →
TIP · EVIDENCEThe switch beats the shifted blockweak-side entries after a switch → far higher progression rate than same-side circulation vs shifted blocksFI 2.0all insights →
TIP · EVIDENCEThe third man breaks what the pass cannotthird-man receptions → highest share of clean line-breaks vs compact blocksFI 2.0all insights →
Short build-up through the centreCALMDETECTOR PLANNEDDETECTOR PLANNEDi
Invite pressure and break it with the pivot involved — triangles before touchline.
✓ in the plan
Build via the half-spacesDETECTOR PLANNEDi
Progress through the interior corridors, full-backs as connectors.
Direct play to a target playerMEASURED LIVEi
Long to a defined target zone or player, organised fight for the second ball.
Wall pass / third manUP–BACKDETECTOR PLANNEDi
Vertical pass, lay-off, third man runs — the FI efficiency pattern.
✓ in the plan
Switch play & overload the weak sideSWITCHDETECTOR PLANNEDi
Resolve the overload by attacking the far side quickly.
✓ in the plan
Break lines with vertical passesVERTICALDETECTOR PLANNEDDETECTOR PLANNEDi
Seek the next vertical pass whenever space or connection is open.
Territorial dominance (field tilt)MEASURED LIVEi
Pin the opponent: possession only counts as control when it lives in their half.
Take on the 1v1 in target areasDETECTOR PLANNEDi
Sanctioned duels where a win opens the box — not everywhere.
PLUS-1 / PLUS-2 rest defencePLUS-1MEASURED LIVEi
Visible central security behind every attack — counters are rarely bad luck.
✓ in the plan
Central risk managementDETECTOR PLANNEDi
Own half secure, final third brave — where we accept turnovers is a decision.
✓ in the plan
Goalkeeper as the extra manDETECTOR PLANNEDi
Keeper integrated in short build-up; distribution follows the plan, not panic.
Finish from the Golden ZoneDETECTOR PLANNEDi
Flat and fast finishes from the highest-value area — first touch toward the solution.
✓ in the plan
Play through the pressDETECTOR PLANNEDDETECTOR PLANNEDi
Against a high press: keep the plan, find the free man, no panic clearances.
Create overloads before progressingDETECTOR PLANNEDDETECTOR PLANNEDi
Numerical superiority on the ball side first — then progress or switch.
Long distribution to a targetDETECTOR PLANNEDMEASURED LIVEi
Long balls go to a defined target with an organised second-ball structure.
LOSING THE BALLWhat happens in the second we lose the ball?
TIP · EVIDENCEThe counterpress window is 6 seconds — not 8regain ~2× more likely ≤ 6 s · shots conceded ≤ 10 s after loss fall with CP intensityFI 2.0all insights →
TIP · EVIDENCEThe smart foul kills the counter before it existstransitions stopped ≤ 3 s after loss · far-from-goal fouls carry the lowest card/xG cost ratioFI 2.0all insights →
TIP · EVIDENCEOutnumbered after the loss? Drop beats huntbroken chases (1-man press) → highest xG-against class after losses · organised drops halve itFI 2.0all insights →
6-second counterpress6 SECMEASURED LIVEi
Hunt as a group: pressure, lane block, collector — regain or forced long ball.
✓ in the plan
Drop & recover — no counterpressDROPMEASURED LIVEi
The explicit alternative: fall behind the ball, restore the block inside 8 seconds.
Zone-dependent first reactionMEASURED LIVEMEASURED LIVEi
Hunt in their half, drop in ours — both selected, scoped by zone.
Smart foul kills the counterDETECTOR PLANNEDi
When the press is beaten and the danger is real — controlled, early, never in the box.
Second pressing waveMEASURED LIVEDETECTOR NEXTi
If the first press is beaten: commit again on the next trigger instead of freezing.
OUT OF POSSESSIONWhere and how do we win the ball?
TIP · EVIDENCEThe touchline is your extra defenderwide-trap regains → higher share of high regains · central press beaten → highest xG against of all press lossesFI 2.0all insights →
TIP · EVIDENCECompactness beats chasing — the 30-metre blockline-break passes conceded rise sharply once the block stretches · compact blocks force wide, low-value circulationFI 2.0all insights →
TIP · EVIDENCESecond balls are a plannable possession sourcesecond-ball wins are among the most frequent possession changes in open play — more frequent than tacklesFI 2.0all insights →
TIP · EVIDENCEWhere you win it decides what it is worthhigh regains → shot within 15 s at a multiple of deep regains · most big chances follow possessions started highFI 2.0all insights →
Centre closed — show outsideINSIDE SHUTMEASURED LIVEi
Zone 14, golden zone and cut-back space stay shut; the wings are the trap.
✓ in the plan
Trigger pressingDETECTOR NEXTi
No trigger, no jump: back pass, poor touch, closed body shape start the hunt.
✓ in the plan
Wing trap as a coordinated patternDETECTOR NEXTi
Steer to the touchline, collapse with pressure / lane block / collector.
Win the ball in their halfDETECTOR NEXTi
High line, high starting positions — regains close to their goal.
Compact block (mid or deep)BLOCKMEASURED LIVEi
Small distances between the lines; block quality beats blind activity.
✓ in the plan
Win the second ballsMEASURED LIVEi
The scene continues after the first contact — collectors are assigned, not hoped for.
✓ in the plan
Sweeper keeper behind the lineDETECTOR PLANNEDi
The keeper defends the space behind a high line proactively.
Defend the cut-back spaceMEASURED LIVEi
The most dangerous delivery is the flat ball backwards — that lane is owned, always.
WINNING THE BALLWhat happens in the second we win the ball?
TIP · EVIDENCECut-backs beat crossescut-back conversion ≈ 2× cross conversion · GZ first-contact = top conversion classFI 2.0all insights →
TIP · EVIDENCEThe first ball after a regain decides the countercounter entries into Z14/AZ ≤ 15 s rise sharply with a vertical first ballFI 2.0all insights →
TIP · EVIDENCEShoot at the earliest GOOD moment — extra passes lose chancesGZ-quality chance + extra pass → net conversion DOWN · box occupancy at delivery → chance quality UPFI 2.0all insights →
Structured box occupancyBOXDETECTOR PLANNEDi
Golden zone, both posts, cut-back space and cover — occupied by design.
✓ in the plan
First look vertical after regainMEASURED LIVEi
Depth, assist zones or Zone 14 before the opponent reorganises — the 10-second window.
✓ in the plan
Secure the ball firstCALMMEASURED LIVEi
Keep, climb, then build — verticality only when the receiver is not isolated.
Immediate depth runsDETECTOR PLANNEDi
Runners start without delay — depth and timing decide the window.
✓ in the plan
Assist zone → cut-back → Golden ZoneAZ→CUT→GZDETECTOR PLANNEDDETECTOR PLANNEDi
The highest-value route to a finish: baseline, flat cut-back, arriving runners.
✓ in the plan
Earliest good finishMEASURED LIVEDETECTOR PLANNEDi
Shot share inside the value window — do not let them think.
Crosses only with the box occupiedDETECTOR PLANNEDDETECTOR PLANNEDi
No hopeful deliveries: crosses come when golden zone, posts and cut-back space are manned.
SET PIECESHow do we defend and use restarts?
TIP · EVIDENCESet pieces are two scenes, not onesecond-ball recovery share is the strongest set-piece predictor after first contactFI 2.0all insights →
TIP · EVIDENCEDefensive corners: the first contact is everythingfirst contact won → corner survived in the great majority of cases · goals cluster after lost first contactsFI 2.0all insights →
TIP · EVIDENCEThe fastest free kick is the most valuable onerestarts inside 5 s → progression multiple of set-block restarts · almost never punished when rest defence standsFI 2.0all insights →
Attacking corners: designed routineREADYDETECTOR PLANNEDDETECTOR PLANNEDi
Signal, runs, target zone, cover — the routine executed as designed, first contact won.
✓ in the plan
Defensive corners: first contact & box orderDETECTOR PLANNEDi
Assignment compliance per player, first contact ours, back-space protected.
✓ in the plan
Wide free kicks: delivery to the target zoneDETECTOR PLANNEDDETECTOR PLANNEDi
Delivery hits the designed zone with the box occupied by plan.
Throw-ins in the final third: rehearsed patternDETECTOR PLANNEDi
A rehearsed pattern, not an improvised restart — possession retained or box entry created.
Goal kicks: build or go long — by planDETECTOR PLANNEDDETECTOR PLANNEDi
Restart follows the chosen pattern; long variants come with an organised second-ball fight.
Second-ball dominance at restartsMEASURED LIVEDETECTOR PLANNEDi
The second scene after every restart is planned: collectors, cover, counter-press.
Corner routine: near-post flick-onNEARDETECTOR PLANNEDDETECTOR PLANNEDi
Inswinger to the near-post zone, designated flicker attacks first contact, two runners on the far-post rail — success = first contact won at the near post or a flick reaching a runner.
Corner routine: penalty-spot overloadSPOTDETECTOR PLANNEDDETECTOR PLANNEDi
Three-man train attacks the penalty-spot lane on the signal, blockers screen the keeper lane legally — success = a first contact inside the spot zone by a designated runner.
Corner routine: short-corner cut-backSHORTDETECTOR PLANNEDi
Short option pulls the near defender out, second man arrives at the byline, pull-back to the edge-of-box shooter — success = the cut-back reaching its target zone.
Corners: organised second phaseMEASURED LIVEDETECTOR PLANNEDi
Two named rebound hunters at the rim, one recycling station, one rest-defence anchor — success = second ball secured or immediate counter-press regain after the clearance.
Defensive corners: zonal 6 + trackersZONEDETECTOR PLANNEDi
Six zonal stations across the six-yard line plus assigned trackers on the two most dangerous headers — success = first contact ours or cleared beyond the rim under control.
Defensive corners: man-marking + keeper zoneDETECTOR PLANNEDi
Every runner owned man-for-man, keeper owns the six-yard box, two out-players for the counter — success = no free header, counter outlet reached after regain.
Central free kicks: rehearsed variationDETECTOR PLANNEDi
At least one non-shot variation per zone (disguised pass, lay-off shot, wall runner) — success = the rehearsed pattern executed to its first intended contact.
Quick free kicks before the block setsQUICKDETECTOR PLANNEDi
Ball down and played within 5 seconds when the opponent is unorganised — success = territory gained or a progressive pass completed before their block stands.
Opponent throw-in in their half: press the restartHUNTDETECTOR PLANNEDDETECTOR NEXTi
Their throw-in inside their own half is a PRESSING TRIGGER: receivers are shadowed, the down-line pass is baited, counterpress on first touch — success = regain or forced back/long throw within 6 seconds.
Long-throw weapon in the final thirdDETECTOR PLANNEDDETECTOR PLANNEDi
Designated thrower, near-post flick station and penalty-spot attack — a corner-quality delivery from every deep throw-in; success = first contact in the target zone.
METAHow do we steer score and risk across the game?
Mode-switch executionMODESi
The bench announces a mode change (protect the lead · chase · kill tempo) — every player adjusts height, risk and pressing behaviour to the announced mode. Same identity, different risk.
✓ in the plan
Selection changes only WHICH behaviours count — how much each counts (StratFit Standard, data or your own number) is set in T2; the formula never changes.i
YOUR PHILOSOPHY AS A STORY · generated from your selections⧉ Copy🖨 Print⬇ Save↗ Share
Auckland FC plays a clearly defined game out of a 4-3-2-1, with 4-4-2 rehearsed as alternative systems. With the ball, our football lives on and we encourage short build-up through the centre, wall pass / third man, switch play & overload the weak side, plus-1 / plus-2 rest defence, central risk management and finish from the golden zone. The moment we lose it, and we encourage 6-second counterpress. Our counterpress window is 6 seconds — after that, we reorganise instead of chasing. Against the ball, and we encourage centre closed — show outside, trigger pressing, compact block (mid or deep) and win the second balls. Our pressing is armed by clear triggers: back pass, poor first touch. The moment we win it, and we encourage structured box occupancy, first look vertical after regain, immediate depth runs and assist zone → cut-back → golden zone. Set pieces are treated as a weapon of their own: and we encourage attacking corners: designed routine and defensive corners: first contact & box order. And across all of it, and we encourage mode-switch execution. This is the standard we measure ourselves against: every principle counts as executed versus real opportunities, weighted by how central it is to our identity — visible after every match, for the team, every unit and every player.
+T2TARGETS IN DETAIL· How much does each behaviour count, and where do we want to be?iimportance per behaviour (standard · data · manual), target ratios, count and event targets, phase budgets
+T3ZONES & POSITIONS· Where on the pitch, and who in which position?ipressing triggers, your own target zones, position factors
+T4PLAYERS & ROLES· What does each player owe the plan?iplayer tasks, player factors, player targets, contract link
+T5REFERENCES & TIME· Compared with whom, and since when?iversion history, club KPIs (research loop), norms & benchmarks — a lens, not a target
Full catalogue behind every principle: Catalog →
StratFit · © CLERC GmbH · engine … · data: SkillCorner open data (A-League 2024/25, development/research) · Metrica Sports sample data (reference sets)· build e660c62 · 2026-10-14 16:15 UTC